Thank you so much for playing! Peggle was an inspiration for sure. Mark the date for the full release on steam! (1/10/25)
MogDogBlog Productions
Creator of
Recent community posts
I wasn't originally going to add more content to the game, but you're not the first person to say this to me. This is the comment that will bring about the next demo content update.
I mean, seriously - thank you for the thoughtful and intelligent criticism. Sometimes it takes somebody else to point something out before it becomes blatantly clear. Good luck with your own creative endeavors!
Thank you so much! I really want to add some background music, but I haven't been able to put together a track that I feel like fits, but I'm still trying. Maybe maybe maybe might be in the next demo update. There will be one more demo update before the full release, so stay tuned. Lots of fun new content will be coming to the factory. Thanks again for playing!!
You were so close! Level 60 is the final level for the demo!
Also - thanks for the feedback. I like the idea of being able to freeze/lock in an item so you can pick it back up at the next shop. You can sell items to make space for other items by the way. In the next and final big demo update, I'll probably implement the freeze feature. Thanks again for the input!
Fixed it I think! heres the link: https://discord.gg/KygdTUKTvE
Thanks for playing!!!
Hello all! it's your favorite game developer bringing you yet another monthly update for "Dysphoric Soymilk Lidocaine".
This one is going to be a bit different, because rather than reviewing some things I've been working on, I want to address what's been going on with the state of the game recently. I'm going to cut straight to the point and be real honest with you guys.
My problem is that I don't know what Dysphoric Soymilk Lidocaine is supposed to be. When I started this project back in November, 2022, I wanted to create an old-web simulator, akin to "Hypnospace Outlaw". A couple months in, and my game developed a story, and it's gameplay completely changed from a series of minigames to an RPG. Over the coming months and up to recently, I've been running into a recurring pattern: I add a feature, keep it for a while, have a complete change in my vision for the game as a whole, undo the feature to add a revised feature, repeat. I'm simply getting nowhere.
It wasn't until I allowed a select group of people playtest the early pre-demo version of my game that I realized something - nobody understands what the game even is. Heck, I don't even know what it is anymore.
I love this game, though. I love making games. And I love that I have a small community of people that are excited to play it. My options at that point were to keep on continuing the pattern of adding and removing the same features over and over again, or scrap the game completely and give up. I didn't want either of these things. I want to keep pursuing my dream, but it feels like I'm wasting my time creating something that is so far from my original vision that I don't even know what it is anymore.
So there it is. That is my problem. I sought out advice from my friends and people in the community and I came to conclusion for what my plans for the future of the game are to be. I am not going to give up on Dysphoric Soymilk Lidocaine. I believe that it has a purpose in the video game world and I would be doing myself and my community of soymilk enthusiasts a great injustice if I were to do so. I'm not the type of person to give up when things get difficult. That being said, I'm going to take a break. I'm going to take a break from developing Dysphoric Soymilk Lidocaine and I'll come back to it when I have a solid vision for EXACTLY what my game is going to be. I do not know when this will be.
All I know is that this will not be the last you're going to hear of Dysphoric Soymilk Lidocaine. This game will be finished, and that is that. It may look different when it's finished from the way it looks now, but it will still stay true to my values for the game. I'm not going to push my game out into the wild anytime soon, even for a demo, because I don't want to release anything that I'm not proud of. Given the state of the game as it is, I'm not proud. I value my community and I hope that my decision to postpone DSL doesn't cause any hard feelings.
With that out of the way, I want to talk about what I've been doing in my free time now that I'm taking a break from DSL. I've been working on a side project. Something simple to chip away at while I decide the future of DSL. Unlike DSL, this side project is very simple in concept, and will not take very long to get a demo out for. This demo will release in a few months. I'm very excited for it. I showed a couple friends an early prototype for what it is, and they're also excited. I will be officially announcing this side project in September. I'm very eager to tell you all about it. All I'm going to say about it now, is that if you liked the aesthetic of "Dysphoric Soymilk Lidocaine", you're going to love what I'm working on now.
I've also been working on a website for my newly formed indie studio, "MogDogBlog Productions". This is still in the works, but I'm excited to officially reveal this once it is complete. Below is the logo for my studio. I think it looks pretty great.
Again, this is just a side project to give me something to work on while I nail down the core gameplay of DSL. Thank you all for being supportive and following along with my game making endeavors. My side project will be announced soon, so sit tight. Your patience will be rewarded :)
~MogDog
Hi! I'm here to bring you the 3rd monthly update for Dysphoric Soymilk Lidocaine.
I'll begin by addressing my overall thoughts on the development of the game, and how it is coming along. In general, things are slowly but surely falling into place. Sometimes it's hard to tell if my game is actually progressing, because I'm a perfectionist and I find myself redoing and refactoring nearly every element in my game. However, I can confidently say that in the past month, I've implemented some core mechanics that have improved the game a lot.
One of these mechanics is the weapons and tools mechanic. I'm adding plenty of weapons and tools that can be found throughout the world and used to defeat enemies. So far, there are 5 different weapons to choose from, but I plan on having around 30 (that number is subject to change, but if it does, there will likely end up being more than 30.). These weapons all have different shooting patterns and effects. I'll probably add some melee weapons too. There is also going to be tools that are obtainable throughout the world. They will be primarily used to interact and alter the world around the character in varying ways.
But what good would a weapon or a tool be if there weren't an inventory? Glad you asked. I'm currently working on an inventory system that is almost done and allows the player to consume items, equip armor, weapons, and tools, and play minigames. The minigames are obtained throughout the world in the form of floppy disks. Each floppy disk holds a unique mini game or cutscene that can be activated in the inventory system. So far there are 10 minigames. A lot of these minigames are from the early period of game development (November 2022 - February 2023) when I wasn't sure what I wanted to do with my game yet, so they're pretty wacky. I basically just recycled the old content because I didn't think it would fit with my ever changing vision for the game. I didn't want to just cut them completely because they took a long time to create, and there's some pretty fun stuff in those earlier versions too.
QUESTIONS I'VE BEEN ASKED AND SOME ANSWERS FOR YOU:
Q: Will there be a demo, and when would it be put out.
A: There will be a demo. It will be put out anywhere from September 1st - October 31st. I want to make sure that the game is playable and enjoyable before I go ahead and put it out into the public.
Q: Will there be a mobile port?
A: No. Never.
Q: How long does a typical game last?
A: I'm working towards making it so that a typical run of DSL would last 15-30 minutes. There will be many branches and paths for the player to explore in these runs, adding variety to gameplay. Not to mention, there will be many different endings and things to discover along the way, so that sort of makes it fall into an almost roguelike category, with lots of replay potential.
Q: What genre is DSL? How can I understand what the game will be like?
A: Dysphoric Soymilk Lidocaine is going to be a blend of multiple genres. I take elements from walking simulators, roguelikes, idle games, role-playing games, and point-and-click adventures. The reason why I'm blending all of these genres together is because I don't like it when my game falls too deep into one category. In todays day and age, it's very hard to be truly original because it feels like all the good ideas have already been taken. My solution is to blend a bunch of good ideas together to make one unique product.
---
I'll add some screenshots below of the inventory system. I update the user interface quite often, so as I do these updates, expect that to change a lot.
Anyways, thanks for reading the update and supporting the game. If you're a big fan of my work, I added in a donation page. Any amount is greatly appreciated and goes directly towards the production of my game. If you don't want to donate though, just being here for the ride means very much to me. I'm just as excited for the game to be finished as you are.
-Mogdog
Спасибо за объявление! Я переведу это на английский.
English translation:
---
Hello DSL fans! For those who came here, but can not understand anything at all, I want to tell you that the game has !official! VK page (https://vk.com/dsl_official), where I translate all the news on the game. Sometimes there are delays in translation, sorry, but I try to translate everything at once as soon as I notice. If you need other links to the game, you can find them in the VK group in the "Detailed Information" tab. MogDog and I will be very happy with your support, which is very necessary for the game. Like the posts, share the news with your friends and subscribe wherever you can. If you have any questions, you can ask them here, I will try to answer what I know, but in general most of the information is already in the group. something like that!! Paka pupsy everyone!
Hello all! As the solo developer of Dysphoric Soymilk Lidocaine (DSL), I'm announcing a donation page for the production and marketing of my game!
I've been working several hours everyday on the artwork, soundtrack, story, and development of DSL so I can bring this idea to life. Life, however, costs money. I'm going to be tight for money when it comes to finishing up my game and getting a full release up. This donation page is just a way for you directly help me as the developer bring it all together and call it complete as soon as possible.
Donate as much or as little as you like. Any amount you donate will be going directly towards the growing fund for the production and marketing of Dysphoric Soymilk Lidocaine. I'd like to add that this is going to be online only for the development period of my game. Once I start selling my game on steam, my website, or itch.io, I plan on taking this down. Until then, though. You're only buying my promise to deliver the best product that I'm capable of producing. Again, donate any amount. It's all super appreciated. I cannot express with words my gratitude for my fans :D